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Topic: Does this game use a special compression? (Read 1563 times)
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Rai
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« on: November 12, 2006, 04:44:39 pm » |
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Just wondering, does Ganbare Goemon 2 for the NES use some special sort of compression? Just wondering because I made a table using FCEUXD as a source, but now I'm searching the HEX according to the table, and it's not working. For instance, according to the tiles, Goemon should be "0A3305232E" but then when you search that, the Hex editor brings up "No match found".
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Kitsune Sniper
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« Reply #1 on: November 12, 2006, 05:00:26 pm » |
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I wouldn't put it past Konami to do such a thing.
There's a reason why I came up with the term KonamiCrackTM.
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Rai
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« Reply #2 on: November 12, 2006, 06:03:40 pm » |
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I wouldn't put it past Konami to do such a thing.
There's a reason why I came up with the term KonamiCrackTM.
Yep, it might be compressed. Although, it really doesn't make a lot of sense, that I can edit the font and stuff, and yet I can't find the text. The data is probably just compressed, cause the font certainly isn't. I don't know, I think I'm going to start off with an NES game that doesn't have compression.
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« Last Edit: November 12, 2006, 06:21:05 pm by Rai »
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Ryusui
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« Reply #3 on: November 12, 2006, 08:57:48 pm » |
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Search for the un-dakuten'd tiles. Relative just "emon" and see what comes up.
Even if the handakuten is tile #33, characters with dakuten are often stored as a single byte that gets converted into the two tile values.
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Gideon Zhi
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« Reply #4 on: November 12, 2006, 09:04:24 pm » |
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Also, learn about relative searching. Basing your table on tiles displayed in an emulator's debugger will probably not work if there's any kind of compression in the game, even if it's simple dictionary compression which Goemon likely has. The tile viewer method is also extremely limited - 99% of the time, it will not work for a game whose main narrative text is anything other than 8x8, nor will it work if the game has some sort of alternative text-to-tile encoding scheme, such as in a number of Kunio titles.
Basing searches on tile viewers is alright if you know about the other methods (i.e. relative searching), but it's extremely limited and relative searching is probably, in all honesty, the faster and more accurate solution in the long run.
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Ryusui
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« Reply #5 on: November 12, 2006, 09:19:49 pm » |
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これを。
Seems you've got a problem. Dakuten are treated as being a separate line of text rather than being stored in-line with the hiragana. The good news: you've theoretically got twice as much room on screen for text. The bad news: this is gonna be problematic to dump.
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DaMarsMan
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« Reply #6 on: November 12, 2006, 10:53:22 pm » |
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Heracles 3 had that for a few parts but I just added it in by playing through that part and correcting it. It's a pain to do it that way though.
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Rai
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« Reply #7 on: November 13, 2006, 05:16:27 pm » |
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これを。
Seems you've got a problem. Dakuten are treated as being a separate line of text rather than being stored in-line with the hiragana. The good news: you've theoretically got twice as much room on screen for text. The bad news: this is gonna be problematic to dump.
Thanks for the table, but tell me this, is Goemon 2 already being worked on by anybody?
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Ryusui
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« Reply #8 on: November 13, 2006, 05:44:38 pm » |
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Dunno. You and kenghot have a lot in common: you're like superhumans from the 24th century forced to cope with a 17th-century existence. ^_^; I just threw together a table (minus control codes) because it looked like you needed the help.
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Rai
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« Reply #9 on: November 13, 2006, 05:46:31 pm » |
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Dunno. You and kenghot have a lot in common: you're like superhumans from the 24th century forced to cope with a 17th-century existence. ^_^; I just threw together a table (minus control codes) because it looked like you needed the help.
It definitely helps, now I'll actually be able to extract the script, and add an English font.
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Malias
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« Reply #10 on: November 13, 2006, 05:53:00 pm » |
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Actually, I've kind of been working on that game on and off for quite a while. I did manage to dump the script and am almost through hacking the graphics.
I'm assuming that you're looking at the screen where you choose one or two players? If that's the case, most of the game uses different values for characters that have dakuten and will automatically put it above the character. The only time this isn't true is when the text isn't scrolling, such as the player select screen or for items, or other similar parts of the game.
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Rai
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« Reply #11 on: November 13, 2006, 06:12:43 pm » |
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Well, after I make a few adjustments to that table(Adding the dakuten), I'll be able to successfully dump the script.
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Malias
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« Reply #12 on: November 13, 2006, 06:25:43 pm » |
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Rai, are you planning to hack and translate the game? If you are, I've got the script and have done a lot of work on the game already If you need anything.
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Rai
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« Reply #13 on: November 13, 2006, 06:38:08 pm » |
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Rai, are you planning to hack and translate the game? If you are, I've got the script and have done a lot of work on the game already If you need anything.
No, just hacking. I'm going to need to find someone else to translate. The English font should be easy to do. We can already replace the Japanese font with the English font, since we know where the text is stored. After that, it won't be hard make a table for the English font, since we already have the uncompressed Japanese table. Hmm, seems that there are sometimes in this game, where 2 different values are applied to one character(For instance, the hiragana "No" has 2 different values, that come up in the text).
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« Last Edit: November 13, 2006, 06:45:01 pm by Rai »
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Malias
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« Reply #14 on: November 14, 2006, 01:26:59 pm » |
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Rai, the reason I ask is because I don't see much sense in having two people do the same type of work for the same game. Go ahead if you want, but having two different people hack this game seems redundant and unnecessary. Besides, this project is mine and no one can take it from me!
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